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folgore posted:I started playing this. Really rough around the edges, etc. etc. but probably the thing that irrationally annoys me most is the zombie sound effect that consists of a high pitched shriek followed by a very obnoxious clicky sound. It seems to play almost constantly whenever there's an enemy around. Fun game though! That's the spider zombie's noise, and it never fails to creep me out - I assumed the "very obnoxious clicky sound" is his teeth clicking in anticipation of eating you The noises the female zombies make also just trigger that part of my brain that says "that ain't right." Overall I really like how they use sound in the game. I love the one biome that has the baby crying in the background, and the others with the whispering voices.
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# ¿ Jul 2, 2014 05:27 |
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# ¿ Apr 28, 2024 19:16 |
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If you're talking about food, I'm pretty sure they changed something in the last patch involving cupboards - they would always spawn at least one item and now they have a chance to spawn nothing. I'm about two days into a game right now; just been hanging around the desert biome and aside from noticing more bare cupboards, loot seemed pretty much the same to me (set at 100 percent). Between looting the ghost town and that auto/junkyard place I found plenty of guns/ammo and a decent amount of food. Dumb question, but how the hell do you dig a workable cave/hole into the ground? Comparatively speaking, in Minecraft, if you dig down one block, you get one square block/hole. In this game, I feel like the holes are some odd shape that, no matter how many blocks I dig around them, are always off, and once or twice I've gone in and found I couldn't put ladders on the walls to easily get back out. Is there a pattern or something (say, 2x2 or whatever) that provides more reliable results? Bruteman fucked around with this message at 17:25 on Jul 14, 2014 |
# ¿ Jul 14, 2014 17:13 |
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Skandranon posted:The blocks are, technically, still there in a square-grid fashion. But natural blocks, like dirt and stone, are smoothed out. If you want to have a hole with a completely perfect flat face, you need to either dig 1x3 (this will give a flat face on the 3x side), or dig 1x2 and fill one side in with a manufactured block, like bricks. While it makes digging a little harder, it's much preferable to hills that you MUST jump up and down. Thanks for this, it was a big help. If I'm planning on building beyond using reinforced wood, what do I use? I see concrete, reinforced concrete, and cobblestone (and metal trussing). I know the wiki might be outdated on stuff, and they make most of this stuff all sound about the same in durability, but is the main difference here how much weight each can hold? Is there one I should use over another, or does it just come down to availability of materials?
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# ¿ Jul 18, 2014 15:52 |
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The multiplayer thread is more active and noted this, but it bears mentioning here in case anyone interested doesn't follow it: http://7daystodie.com/forums/showthread.php?9027-Developer-Diary&p=116903&viewfull=1#post116903 Alpha 9 likely coming this weekend, as early as tomorrow. This means the addition of randomly generated infinite maps, a new GUI, and more. Check out the developer blog listed a few posts above, it's added some pictures and descriptions of stuff.
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# ¿ Aug 15, 2014 02:07 |
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Alpha 9 is out. Some pretty big changes here.quote:Official Alpha 9 Release Notes
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# ¿ Aug 15, 2014 21:23 |
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Yeah, that was my experience so far - I started in a huge wasteland biome that was just rolling hills of rubble. It took way, way longer than I thought it would moving north before I could get out, it was pretty freaky.
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# ¿ Aug 16, 2014 01:45 |
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Hah, they really upped the zombie spawn rate. Usually once you take out a (non-horde) spawn, nothing new comes for a few in-game hours. I loaded up an older world where I had an established base (and spawning set to "high") and spent 10 minutes trying to clear out the spawns. Even set to "low," it kicks out like two new zombies near you every two minutes or so. Not sure how I feel about it. I think having constant zombies nearby is kinda silly - previously you had to do a little work to take out a big spawn but then you had some time to explore/loot a POI/build or something, which was a nice balance.
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# ¿ Aug 23, 2014 03:33 |
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Developer blog has some new stuff on what's coming in 9.2. -once you clear out an area of zombies/animals, nothing new spawns for five days (you still get daily hordes and anything you attract via noise/whatever outside the current area you cleared); the idea is to allow you breathing room to get stuff built and to force you to explore and not just camp at your base and just snipe animals for food. Also because... -they're going to make it so every seven days a feral horde spawns and those get bigger each week for seven weeks. I imagine there are going to be a lot of people who are going to be upset over that. -some fixes to zombie AI pathing, possibly a nail gun (upgrades blocks in one hit, ranged weapon). Sounds like they want to experiment with not making you having to fight off zombies every few minutes and instead have you build towards making a base suitable for fending off hordes.
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# ¿ Sep 2, 2014 15:16 |
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9.2 is out. -Changed sledgehammer is now gated by the home maintenance book vol II No more instant I guess. Thing is, as long as you are diligent about checking PoIs, that book can still be found pretty frequently (it was turning up every two or three days in my last 9.1 game).
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# ¿ Sep 4, 2014 18:47 |
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Deadmeat5150 posted:Find a desert and dig like mad. Or any shoreline, be it river or lake. The desert is a good suggestion. Clay also shows up as reddish dirt in the forest and grassland biomes where the ground is raised up (you can also find iron and coal this way). Lastly, check any biome border where there's a river, there are often sections of the river bank that are clay, and you can even see the difference in color between the clay and surrounding sand when you bring up the map.
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# ¿ Sep 15, 2014 13:05 |
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Alabaster White posted:The minimap had a radar too, so you could see zombies and animals, the direction they were facing/moving, their alert level, and any smells you were emitting. To be honest, the only thing I miss on the minimap was seeing your scent radius. It was sort of cheesy being able to see everything around you, and although I thought it was going to be a huge problem I've gotten along quite fine without it.
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# ¿ Sep 21, 2014 22:43 |
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Gonna agree with everyone else, the devs are active and each update adds major stuff. They're also not afraid to change around a lot of poo poo completely just to see how things pan out, for better or worse (it is alpha after all) and they listen to players on a lot of quality of life improvements. I like the fact that the devs pretty much resist everyone's calls for more frequent updates because they insist on releasing stuff when they're satisfied it's ready to go and not just doling out poo poo piecemeal.
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# ¿ Oct 7, 2014 15:06 |
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Buncha news on Alpha 10, some of it new, some of it previously discussed: http://7daystodie.com/alpha-10-status-key-giveaway/ quote:Character Customization http://joelhuenink.tumblr.com/ - recent updates include setting zombies on fire with a torch, clothing/armor screenshots, etc. Unfortunately nothing on mocap for A10 that I could see in all this.
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# ¿ Nov 6, 2014 15:48 |
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Looks like A10 is coming tomorrow if there are no major problems.
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# ¿ Nov 20, 2014 15:34 |
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New release pushed back a day.
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# ¿ Nov 21, 2014 22:21 |
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A10 is live You must start a new game, it won't support old save files. Patch notes: http://7daystodie.com/alpha-10-apocalypse-release-is-out/
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# ¿ Nov 23, 2014 00:08 |
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The funny thing is A10 is running better overall for me than the last two alphas. You can no longer manually save in the console, but on the other hand the game has not crashed yet, which was a constant thing for me that really sucked rear end (and could only be prevented on my machine by saving every couple of minutes). They fixed the sound, too, so it no longer does that stuttering thing in the ambient noise when I turn. I guess they also ditched the "x minerals only available above a certain depth" thing from A9. Two days in and I found an exposed hillside with tons of iron, lead, coal and potassium nitrate. I was really needing the last one since I needed to make antibiotics; found a beaker on day one but they removed the potassium nitrate from boulders and I couldn't get a nurse to drop the antibiotics so I was starting to get nervous (of course I killed one that dropped them at the aforementioned hillside). Anyone experience the "heat map" screamer/horde thing yet? I'm currently set up in one of those new small "townships" with like eight houses; I built a shack on one end and I do my cooking/forging on the other and I haven't seen poo poo yet even with lots of use.
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# ¿ Nov 24, 2014 05:23 |
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glug posted:So does someone have a server currently working? You don't have to die repeatedly to make it. The way zombies currently spawn initially, you're going to be hounded until you clear them out of any given area (and they don't respawn for a few days). Try to gather up the materials to make a stone axe - they are available in every biome, grass, sticks and a rock - to use as a temporary weapon/tool, or if you can gather enough material, one of the clubs. Try to pick up a few more sticks and two more grass to make a crossbow and keep an eye out for small rocks, sticks and bird's nests. If you're somewhere where there's cover, sneak around - you gather stuff without being seen or heard if you're careful. If you start in a wasteland or burned biome, get out ASAP. Just pick a direction and run (if you can figure out where you are on the map, run away from coordinates 0, 0, which is the hub city that is always surrounded by wasteland). If you spawn somewhere and dogs are on you, and you haven't made a weapon yet, yep, you're probably going to die. It happens. I'm five days into my current game. I started in a burned forest biome, had just enought time to punch out two bits of grass, one stick and picked up a rock before the zombies got near me. I ran for like 4 minutes, crafting what I could along the way. Finally found a forest, road and POI, then settled in and had a battle royale clearing out zombies with my stone axe and crossbow (which I also assembled on the run). I used up all the bandages I had and was popping painkillers left and right, and I also got infected, but that can be dealt with relatively quickly. Once that was all done, I could get to looting buildings. For real, the first few minutes of a new solo game is now one of the hardest things going on in 7D2D depending on where you spawn and what enemies spawn near you, but once you learn what to do and get some experience playing, it's survivable.
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# ¿ Nov 25, 2014 16:33 |
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Fintilgin posted:I think this is pretty lousy, personally. I liked the idea of the game, but I spent all my attempts early on being attacked by zombies materializing out of thin air ten feet away and I didn't even have time to stop and look at my crafting interface or anything and was really, really turned off. Have you tried the new alpha yet? I thought they had mostly fixed that, or at least I haven't encountered zombies dropping in within bullshit swinging distance of me yet with this version. I'll readily concede that the start is perhaps a little too rough right now for new players, but unless you're playing it on insane/all running zombies, it's not impossible. My gripe is how quickly you become untouchable once you get out of that opening scenario - Alpha 9 turned that from like 2-3 game days at most to almost a week, and it still feels too easy. The devs clearly have a lot of balancing and stuff left to do but that's going to be further down the road. Have you tried just playing it for a while with the zombies turned off? Way back when I first started playing, I died like five times within the first 10 minutes and had no idea what the gently caress I was doing. I spent an hour playing around in the static map just to get used to how the interface and everything worked, and then turned the zombies back on.
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# ¿ Nov 25, 2014 19:21 |
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10.1 hotfix outquote:Added
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# ¿ Nov 25, 2014 22:08 |
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tater_salad posted:Id like to not cheat if possible just looking for tips on how not to die. From one page back, with some alterations: You're actually kind of right about the grid thing - the way zombies currently spawn initially (X number of zombies in each chunk that loads based on the spawn density in the options), you're going to be hounded until you clear them out of any given area, at which point they won't respawn for like 4 days. Try to gather up the materials to make a stone axe - they are available in every biome, grass, sticks and a rock - to use as a temporary weapon/tool. 1) Punch grass until one drops, put it in the center of the crafting grid to make plant fiber. 2) Pick up a small rock, put it in the center of your grid, make a sharpened rock. 3) Punch some bushes (they're like grass but usually bigger/different looking) to get one stick. 4) Go into the crafting screen and type in "stone axe" and the recipe will come up, craft it with what you made. If you can gather enough material, make one of the clubs (4 sticks I think? at the very least for basic club, plus another two that can be made with sticks and scrap iron), they've been recently made to have a chance to one-shot a zombie if you hit it in the head. Try to clear out an area of zombies. Pick an area to make a stand, let them come to you, kite them a bit and melee them (I think two hits in the head with a stone axe should kill them on the default nomad difficulty setting - the fat zombies take twice as many hits). Once you clear out an area it gets a LOT easier to start. Try to pick up a few more sticks (nine, I think?) and two more grass (make 2 more plant fibers) to make a crossbow and keep an eye out for small rocks, sticks and bird's nests to make bolts (make sharpened rocks, then look up "bolt" on the crafting screen). If you're somewhere where there's cover, sneak around - you gather stuff without being seen or heard if you're careful. If you start in a wasteland or burned biome, get out ASAP. Just pick a direction and run (if you can figure out where you are on the map, run away from coordinates 0, 0, which is the hub city that is always surrounded by wasteland). If you spawn somewhere and dogs are on you, and you haven't made a weapon yet, yep, you're probably going to die. It happens.
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# ¿ Nov 30, 2014 15:07 |
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FISHMANPET posted:Man, coal and potassium are now really hard to get, since boulders no longer drop them. I was initially worried by that too, but at least in the forest and plains biomes, you can now find all mineral types above the ground in exposed hillsides again - desert hills don't have that sort of poo poo, right?
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# ¿ Dec 1, 2014 17:50 |
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Drunk Tomato posted:Honestly the two simplest changes that I think would make the game more fun and difficult are: The good news is, at least for your first point, the devs have hinted at further zombie movement behaviors being possible once they get the motion capture animation in. They've already upped their walking speed in Alpha 9 (or at least for certain zombies). They could also spawn dogs everywhere
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# ¿ Dec 1, 2014 19:46 |
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I was totally joking about wanting them to spawn more dogsTenbux McGee posted:Have you fought the actual horde, or just snipe individuals all the time? I find the horde to be dangerous even in daylight. If I try standing my ground against them, a crawler or a fat guy inevitably nails me from behind. If that hit stuns me, I'm in deep poo poo even with a lot of wellness. Yeah, unless I have a good fortified position to fight from, I don't screw around with hordes. Nine out of ten times I get killed in this game by being sloppy or too cocky fighting larger groups of zombies - I either let one sneak up on me I hadn't noticed or I mistime a weapon swing or some poo poo and the next thing I know, they're all over me.
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# ¿ Dec 1, 2014 22:12 |
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New patch is out. haha gently caress Changed the forge is now gated by an easy to find book called “Forge Ahead”. So you won’t be able to make a forge until you find this book. Also (given how rough it can be getting a pot): Added murky water can now be collected in old empty cans you find everywhere. Added canned murky water can be boiled on a stick in the campfire. Canned water has a stack limit of one since there is no lid to the container and it is meant for basic survival in the wild with primitive means until a cooking pot can be obtained
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# ¿ Dec 1, 2014 22:26 |
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glug posted:Finally have a couple of games that have started going good. Weird poo poo happens though. Day 14ish, chilling in my house at night cooking my first batch of concrete and a pile of iron from mining some surface stuff. Hear a few zombies. Head down in the morning and find like 4 spider zombies to kill. Later that day.. I see 50+ zombies just kind of spawn right near my housing area.. and I use half my bolts blowing their heads off. Got 'em down to just a couple of stragglers on the outskirts that weren't aggro, and went inside for the night. Up on the 4th floor roof, afraid to cook anything, just sitting.. and suddenly there are hordes of zombies on the third floor destroying all my poo poo.. dogs, cops, etc. I blow 50 arrows down the trap door into them, but there is still a good swarm. Current zombie spawns are map chunk-based. Once you kill a zombie in a chunk, another won't spawn for another four or five days. But it sounds like two other things may have happened - you got the super horde that spawns every 7 days (actually on the morning of each 8th day at 00:00 hours), and you triggered the new "heat map" zombie spawn. As of this most recent alpha, the game keeps track of certain activity you do (fueling forges/fires, striking things with tools, presence of animal gore chunks, etc.) in each chunk of map loaded in. You can actually see this for yourself by opening the console, typing in debugmenu dm and hitting return, then hitting F8 twice. When you get the "heat" rating in a chunk up to 100%, it rolls over and one or two groups of three spider zombies spawn and walk to where you are. If they detect you, they scream and it summons a 50-zombie horde (at least the one time I did it, I checked in the console to confirm it was 50). You can definitely set up defenses against hordes, I build the same shack/pit each time I play and haven't had any hordes destroy it yet. To avoid the heat map zombie spawn, do your cooking/forging in another area of the map (like, on the other side of a township or something) and have your actual base somewhere else. It looks like the "heat" goes down over time too the longer you don't do anything in a chunk, so as long as you're not running 5 forges/fires at once, you won't draw them if you go out and leave each day and quit using that stuff. The zombies on the third floor of your building may just be spawning where they shouldn't be, though.
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# ¿ Dec 4, 2014 19:56 |
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blackguy32 posted:Figured out what was killing my framerate. I guess the fan slipped off my heatsink to the CPU which was making it overheat. I recently moved and I guess it got knocked loose somehow, but now it runs decently smooth and not the jittery mess it was before. Kitchens (houses and apartment buildings) and campsites are the places I most frequently find them. I see them a lot on top of refrigerators in the taller buildings, especially. As of the new alpha, I also found one in one of those garbage/dump areas that are part of the new townships.
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# ¿ Dec 4, 2014 22:51 |
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glug posted:
I think one of the devs said that as of A10 hordes weren't supposed to despawn anymore when you quit, but I'm too lazy to look at the A10 patch notes to see if they made it official. So congrats, that's one way to take them out (and was a tried and true method in previous versions). General buginess would also lend credence to how you had your third-story zombie party out of nowhere.
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# ¿ Dec 5, 2014 00:33 |
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glug posted:Oh speaking of which, after I dug through my house to find out the damage.. both doors were intact, there were some blocks broken at ground level but not enough to get through I don't think. Second floor was fine, but blocks were broken on the floor of the third story, and the third story itself was trashed a bit while they pooled up under my shootyhole and took arrows. They also busted out some large windows on the second story, enough to walk through. At this point I assume some spider opened the window and invited everyone up, and they quietly did some surprise party poo poo with a rope ladder. Oh and dogs can fly. I think there might be something going on with collisions; I had a scout spider zombie teleport from a pit under my base up onto the roof the other day, so that might have happened in your situation too. FISHMANPET posted:My current game is the one I've done the best at I think (currently on day 4 or 5) but already I've made a small farm and looted a bunch of weapons and such. I think I've got enough pieces to make molds for shotguns, the hunting rifle, and pistol. Whereas previously a pistol was like gold, now I've actually left some behind because what am I going to do with 5 pistols? Spare pistols are great early game to scrap for iron when you haven't started mining in earnest yet and you need all you can grab to make your tools and other starter poo poo. It's too bad you can't remove the ammo from them first though.
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# ¿ Dec 5, 2014 00:42 |
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Deadmeat5150 posted:Does the +1 to max health and stamina actually mean something? I don't see anywhere I can see my maximum health and stamina, other than the bars. 1) look on the "character" screen when in your inventory; your wellness level and health is in the lower left corner. I think that's supposed to be you max health/stamina. 2) yep, as of the current alpha zombies in cities constantly respawn.
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# ¿ Dec 5, 2014 20:49 |
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Meowbot posted:this game seems pretty cool reading the last couple pages - is it a good game solo or do you need friends for it to be really worth a while? I've put way, way (way) too much time into this solo and I've had a blast. I think I've played 15 minutes of multiplayer, tops, and I don't really intend to get into it. That said, there are a lot of people who like the multiplayer, too, and you can do either PvE or PVP.
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# ¿ Dec 16, 2014 04:15 |
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Ofaloaf posted:Alright, I just made it through my first 7th-night horde, and I want to make sure the lessons I got from that are the right ones: Yep, I think you've got it figured out. The reinforced metal siding is probably way too good for what it is, I covered my reinforced wood shelter with it and the cop zombies starting in the 14th night horde barely hurt it with their vomit. Personally the only gun I really feel like I need is the shotgun, it's just too good if you get mobbed and you need zombies (or more likely dogs) dead ASAP. Otherwise it's crossbow 24/7. Pistols and the hunting rifle are for when I'm goofing around.
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# ¿ Dec 16, 2014 04:20 |
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Deadmeat5150 posted:Anyone got a changelog? My desktop is dead but I'm hoping to get started on my dinky laptoo. It runs From the Depths with hardly any slowdown, it has to be able to run this on minimum graphics. quote:Official Alpha 10.4 Release Notes
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# ¿ Dec 19, 2014 05:17 |
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Mr Scumbag posted:Started a new random map, found an isolated building. Four spider zombies spawned on the first day, all together. We killed them and all was fine for a few hours. Then a hoard spawned at night. We drew them off the place, since it wasn't fortified, and came back at day time and killed everything nearby. Then the second night, two hoards spawned, one after the other and we managed to kill most before running off again. We came back during the day and killed off the rest, making drat sure the area was completely clear of zeds. That night. THREE loving hoards spawned, one after the other and were destroying blocks faster than we could repair them. Right before we ragequit, we were being chased by five loving dogs at once. For contrast, right before this update, I spent aound 20 hours playing solo with another random map, based in the same biome, and nothing even approaching this happened, and I was putting less effort into clearing the area of zombies. From the new patch notes: quote:Changed Reintegrated random wandering hordes Sounds like you did enough to draw the heat map scouts and killed them but then got nailed by random hordes. Although given how things have gone in the past, there's probably something going on to spawn extra hordes at night that shouldn't be happening; I want to say when they introduced the 7th night hordes originally, they screwed up somewhere and the game started spawning a horde every night after the 7th night; maybe that's what's going on here?
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# ¿ Dec 20, 2014 03:17 |
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glug posted:Man.. idkwtf is going on, but I'm even playing a solo game and I get hordes making a beeline during the day for my house, with no heat happening and I'm not even AT the house. Then at night I'll be in there stealthed just loving with organizing my storage, and they're sensing and attacking my house while I'm in the attic. Did something get mad aggressive in the last patch? Man, I really need to start a new game - I haven't since the new patch dropped - so I can see all this horde stuff people are reporting. The devs reintroduced random hordes (not the 7th night or heat map ones) with the newest patch, so you're probably seeing those. I'm wondering if they have them set to feral by mistake though (if you didn't set them in their options that way). About the sensing at night thing, I stopped staying in attics long ago for this reason. Even if there was one zombie outside the door downstairs, they always seem to hear me in an attic. You should note that interacting with any chests or your forge (opening/closing them) makes a small amount of noise and zombies can hear it if they're close enough, or at least it did when I played in the last few months.
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# ¿ Dec 21, 2014 19:14 |
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Streaming a solo game, first day, just for the heck of it: http://steamcommunity.com/broadcast/watch/76561197990549491
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# ¿ Dec 22, 2014 03:14 |
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The devs have stated that the current zombie models are stock, and that they intend to use random gen (based on what they're doing now with player customization) to generate the zombies in some future version. So yeah, they're creepy and we're stuck with them now, but they will be changed down the road.
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# ¿ Dec 30, 2014 18:22 |
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Poison Mushroom posted:Can you get paper from books? I've been saving shell casings because I figured it'd be obvious what those were used for, and books because they burn okay, but never thought to hold on to paper. 1) Yes, you can get paper from books - I think you just put the book in the center of the crafting window and it makes 20 paper? When looting I only take books once I start getting ready to make shotgun shells. 2) I think you can make a door and that's it, unless they added something new.
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# ¿ Jan 2, 2015 23:31 |
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Synnr posted:Still just the door, and it isn't even as good as a reinforced hardened iron door or whatever its called, the one made with the forged bar things. Figured as much. I need to start playing again, it's been a month or two since I've really been playing.
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# ¿ Jan 3, 2015 00:12 |
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# ¿ Apr 28, 2024 19:16 |
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http://joelhuenink.tumblr.com/ "We’re evaluating Unity 5 to see how much work it will be to get it working, so we tried out some speedtrees, I was running 2560 resolution and getting 60-80 fps with everything maxed, and these trees have 5-10x the polygons our old ones do. Pretty impressive."
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# ¿ Feb 3, 2015 14:00 |